renaming/refactoring and allow creating new cameras
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@@ -66,44 +66,44 @@ extern "C"
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void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void remove_light_render_thread(TViewer *viewer, EntityId entityId);
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EMSCRIPTEN_KEEPALIVE void clear_lights_render_thread(TViewer *viewer);
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EMSCRIPTEN_KEEPALIVE void load_glb_render_thread(void *const sceneManager, const char *assetPath, int numInstances, bool keepData, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_render_thread(void *const sceneManager, const uint8_t *const data, size_t length, int numInstances, bool keepData, int priority, int layer, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void load_gltf_render_thread(void *const sceneManager, const char *assetPath, const char *relativePath, bool keepData, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void create_instance_render_thread(void *const sceneManager, EntityId entityId, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void load_glb_render_thread(TSceneManager *sceneManager, const char *assetPath, int numInstances, bool keepData, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void load_glb_from_buffer_render_thread(TSceneManager *sceneManager, const uint8_t *const data, size_t length, int numInstances, bool keepData, int priority, int layer, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void load_gltf_render_thread(TSceneManager *sceneManager, const char *assetPath, const char *relativePath, bool keepData, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void create_instance_render_thread(TSceneManager *sceneManager, EntityId entityId, void (*callback)(EntityId));
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EMSCRIPTEN_KEEPALIVE void remove_entity_render_thread(TViewer *viewer, EntityId asset, void (*callback)());
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EMSCRIPTEN_KEEPALIVE void clear_entities_render_thread(TViewer *viewer, void (*callback)());
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EMSCRIPTEN_KEEPALIVE void set_camera_render_thread(TViewer *viewer, EntityId asset, const char *nodeName, void (*callback)(bool));
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EMSCRIPTEN_KEEPALIVE void apply_weights_render_thread(
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void *const sceneManager,
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TSceneManager *sceneManager,
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EntityId asset,
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const char *const entityName,
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float *const weights,
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int count);
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EMSCRIPTEN_KEEPALIVE void set_animation_frame_render_thread(void *const sceneManager, EntityId asset, int animationIndex, int animationFrame);
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EMSCRIPTEN_KEEPALIVE void stop_animation_render_thread(void *const sceneManager, EntityId asset, int index);
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EMSCRIPTEN_KEEPALIVE void get_animation_count_render_thread(void *const sceneManager, EntityId asset, void (*callback)(int));
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EMSCRIPTEN_KEEPALIVE void get_animation_name_render_thread(void *const sceneManager, EntityId asset, char *const outPtr, int index, void (*callback)());
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name_render_thread(void *const sceneManager, EntityId assetEntity, EntityId childEntity, char *const outPtr, int index, void (*callback)());
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name_count_render_thread(void *const sceneManager, EntityId asset, EntityId childEntity, void (*callback)(int32_t));
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EMSCRIPTEN_KEEPALIVE void set_morph_target_weights_render_thread(void *const sceneManager,
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EMSCRIPTEN_KEEPALIVE void set_animation_frame_render_thread(TSceneManager *sceneManager, EntityId asset, int animationIndex, int animationFrame);
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EMSCRIPTEN_KEEPALIVE void stop_animation_render_thread(TSceneManager *sceneManager, EntityId asset, int index);
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EMSCRIPTEN_KEEPALIVE void get_animation_count_render_thread(TSceneManager *sceneManager, EntityId asset, void (*callback)(int));
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EMSCRIPTEN_KEEPALIVE void get_animation_name_render_thread(TSceneManager *sceneManager, EntityId asset, char *const outPtr, int index, void (*callback)());
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name_render_thread(TSceneManager *sceneManager, EntityId assetEntity, EntityId childEntity, char *const outPtr, int index, void (*callback)());
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EMSCRIPTEN_KEEPALIVE void get_morph_target_name_count_render_thread(TSceneManager *sceneManager, EntityId asset, EntityId childEntity, void (*callback)(int32_t));
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EMSCRIPTEN_KEEPALIVE void set_morph_target_weights_render_thread(TSceneManager *sceneManager,
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EntityId asset,
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const float *const morphData,
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int numWeights,
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void (*callback)(bool));
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EMSCRIPTEN_KEEPALIVE void update_bone_matrices_render_thread(void *sceneManager,
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EMSCRIPTEN_KEEPALIVE void update_bone_matrices_render_thread(TSceneManager *sceneManager,
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EntityId asset, void(*callback)(bool));
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EMSCRIPTEN_KEEPALIVE void set_bone_transform_render_thread(
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void *sceneManager,
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TSceneManager *sceneManager,
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EntityId asset,
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int skinIndex,
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int boneIndex,
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const float *const transform,
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void (*callback)(bool));
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EMSCRIPTEN_KEEPALIVE void set_post_processing_render_thread(TViewer *viewer, bool enabled);
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EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_render_thread(void *const sceneManager, EntityId entityId, void(*callback)());
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EMSCRIPTEN_KEEPALIVE void reset_to_rest_pose_render_thread(TSceneManager *sceneManager, EntityId entityId, void(*callback)());
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EMSCRIPTEN_KEEPALIVE void create_geometry_render_thread(
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void *const sceneManager,
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TSceneManager *sceneManager,
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float *vertices,
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int numVertices,
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float *normals,
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